Homebrew Cyborg 2 Species Details
- Ability Score Increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
- Age: The organic components of a Cyborg age, but their mechanical parts can be maintained or replaced indefinitely. They are immune to the effects of magical aging.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Living Construct: Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat, drink, or breathe. You have resistance to poison damage and have advantage on saving throws against being poisoned.
- Sentry's Rest: You don't need to sleep. Instead, you enter a low-power state for at least 4 hours to perform diagnostics and self-repairs. During this time, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
- Integrated Plating: Your body has built-in defensive layers. When you aren't wearing any armor, your Armor Class is 13+your Dexterity modifier. You can use a shield and still gain this benefit.
- Cybernetic Progression: Your mechanical body is a canvas for improvement. You gain Upgrade Slots at certain character levels, which you can use to install new Cybernetic Upgrades from the list below. You cannot install an upgrade if you do not meet its level prerequisite. You can replace one installed upgrade with another whenever you gain a level.
|
Character Level |
Upgrade Slots |
Maximum Upgrade Tier |
|
1 |
1 |
Tier 1 |
|
3 |
2 |
Tier 1 |
|
5 |
3 |
Tier 2 |
|
7 |
4 |
Tier 2 |
|
9 |
5 |
Tier 2 |
|
11 |
6 |
Tier 3 |
|
13 |
7 |
Tier 3 |
|
15 |
8 |
Tier 3 |
|
17 |
9 |
Tier 4 |
|
20 |
10 |
Tier 4 |
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Cybernetic Upgrades
When you gain an Upgrade Slot, you may choose one of the following upgrades. You must meet the level prerequisite for the chosen tier.
Tier 1 Upgrades (Available at Level 1)
- Enhanced Optics: You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- Hydraulic Limbs: Your carrying capacity (including maximum lift and drag) is doubled, and you have advantage on Strength (Athletics) checks made to jump, climb, or break objects.
- Integrated Weaponry: One of your arms or hands is replaced with a simple melee weapon of your choice. You are proficient with this weapon. You cannot be disarmed of it. As a bonus action, you can retract or deploy the weapon.
- Internal Commlink: You can communicate telepathically with any willing creature you can see within 30 feet. You don't need to share a language, but the target must be able to understand at least one language.
- Reinforced Chassis: Your hit point maximum increases by an amount equal to your character level. Whenever you gain a level, your hit point maximum increases by an additional 1 hit point.
- Skill Processor: Choose one skill or tool. You gain proficiency in that skill or tool.
Tier 2 Upgrades (Prerequisite: 5th Level)
- Grappling Harpoon: As an action, you can fire a grappling hook from your arm at a surface or creature up to 60 feet away. If you target a surface, you can pull yourself up to 60 feet towards it as part of the action. If you target a creature of your size or smaller, make a ranged attack roll. On a hit, the target takes 1d6 piercing damage and is grappled. While grappled this way, you can use your bonus action to pull the creature up to 20 feet closer to you. The grapple ends if you move further than 60 feet away from the target or use this ability again.
- Advanced Optics Suite: Prerequisite: Enhanced Optics. Your darkvision range increases to 120 feet. As an action, you can activate a tactical scanner. For 1 minute, you can see any hidden or invisible creatures within 30 feet of you. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
- Self-Repair Nanites: As a bonus action, you can activate a surge of repair nanites. You regain a number of hit points equal to 1d10+your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
- Resistance Matrix: Choose one of the following damage types: cold, fire, lightning, or thunder. You gain resistance to that damage type. You can select this upgrade multiple times, choosing a new damage type each time.
- Shoulder-Mounted Cannon: You integrate a small cannon into your chassis. As an action, you can fire a blast of energy at a target within 60 feet. Make a ranged attack roll (using your Dexterity or Intelligence modifier). On a hit, the target takes 3d8 force damage. The cannon's power cell recharges on a long rest.
- Upgraded Integrated Weaponry: Prerequisite: Integrated Weaponry. Your integrated weapon now counts as a martial weapon of your choice. It has a +1 bonus to attack and damage rolls and is considered magical for the purpose of overcoming resistance and immunity.
Tier 3 Upgrades (Prerequisite: 11th Level)
- Active Camouflage: As an action, you can become invisible for up to 10 minutes. The invisibility ends if you attack, cast a spell, or force a creature to make a saving throw. You must finish a long rest before you can use this feature again.
- Flight System: You install integrated rockets or articulated wings. You gain a flying speed of 30 feet. You must not be wearing heavy armor to use this flying speed.
- Power Core Overdrive: As a bonus action, you can overclock your power core. For 1 minute, you gain the benefits of the Haste spell (no concentration required). When the effect ends, you suffer one level of exhaustion as your systems cool down. You cannot use this feature again until you finish a long rest.
- Secondary Plating: You gain a +1 bonus to your Armor Class.
- Multi-Targeting System: When you take the Attack action on your turn, you can use a bonus action to analyze a creature's defenses. Your next attack roll against that creature before the end of your next turn has advantage.
Tier 4 Upgrades (Prerequisite: 17th Level)
- Adamantine Chassis: You are immune to critical hits.
- System Reboot Protocol: As an action, you can initiate an emergency reboot. You immediately end any one of the following conditions affecting you: blinded, deafened, paralyzed, petrified, poisoned, or stunned. Additionally, you regain half of your maximum hit points. You cannot use this feature again until you finish a long rest.
- Ablative Energy Shield: You project a shield of pure energy. You gain 30 temporary hit points at the start of each of your turns.
Integrated Annihilator Cannon: Prerequisite: Shoulder-Mounted Cannon. You upgrade your cannon to its maximum potential. As an action, you can fire a devastating beam in a 90-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw (DC = 8+your proficiency bonus+your Intelligence modifier). A creature takes 10d8 force damage on a failed save, or half as much damage on a successful one. You cannot use this feature again until you finish a long rest.
Cyborg 2 Traits
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